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Rollling Ball Sound Volume
http://gopinball.com/forum/viewtopic.php?f=15&t=11977
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Author:  GeorgeH [ Wed Jul 31, 2019 10:35 pm ]
Post subject:  Re: Rollling Ball Sound Volume

Aye, but it seems like Smoke would have provided some directions to do it.

George

Author:  Gimli [ Thu Aug 01, 2019 6:57 am ]
Post subject:  Re: Rollling Ball Sound Volume

I wonder if Rav can add this as a BAM feature too ?

Author:  GeorgeH [ Thu Aug 01, 2019 11:08 am ]
Post subject:  Re: Rollling Ball Sound Volume

It would be nice though we would probably still have to add something to the script anyway.

George

Author:  Gimli [ Thu Aug 01, 2019 1:14 pm ]
Post subject:  Re: Rollling Ball Sound Volume

Not necessarily,
if you look at the new ball and flipper shadows mode , they can be set under "Addons" in BAM menu.

To get ball and flipper shadows to work, all you need is the new bam beta
and this in the code:

Code:
xBAM.CreateAllExt()

Author:  GeorgeH [ Thu Aug 01, 2019 5:19 pm ]
Post subject:  Re: Rollling Ball Sound Volume

Yes that is cool! I guess I didn't read Rav's posting close enough.

George

Author:  djlunchbox [ Mon Aug 05, 2019 2:54 pm ]
Post subject:  Re: Rollling Ball Sound Volume

yeah adding the ball sounds would be great.

I've tried to add it to a few tables that didn't have it with 0 luck -

Pinbot
Gilligan's Island

Author:  djlunchbox [ Tue Aug 13, 2019 7:48 pm ]
Post subject:  Re: Rollling Ball Sound Volume

Ok this has been a frustrating experience lol

It's so simple but I'm having no luck.

I've tried adding the rolling ball sound FX 2 different ways and have no luck. I've tried it with Pinbot which is where i feel it would be great.

I've looked at how Slam did it on his ultimate jaws, copied that code which said to launch the external script and nothing. I noticed he didnt have a timer as suggested in the ZRBrollingsounds text file.

Then I attempted at copying and pasting the entire code provided by Smoke for this table here and still nothing.

http://www.pinsimdb.org/pinball/table-23927-star_trek

I have imported the rolling sounds into the table and made sure the names match so i don't know what I'm doing wrong lol

Author:  Gimli [ Tue Aug 13, 2019 8:24 pm ]
Post subject:  Re: Rollling Ball Sound Volume

Did you add the start tracking code under plungerkicker.createball ?

Or WhateverTheNameOfPlungerKicker.createball

Make sure you match the name.

Send me the link of the table you want.
.

Author:  djlunchbox [ Wed Aug 14, 2019 4:42 am ]
Post subject:  Re: Rollling Ball Sound Volume

Trying to add it to this table

http://www.pinsimdb.org/pinball/table-753-pinbot

Author:  Gimli [ Wed Aug 14, 2019 10:49 am ]
Post subject:  Re: Rollling Ball Sound Volume

It was fiddly but I got it to work....
You have to set the music channel for ball Rolling to 8 and the volume level to 1 to so ball sounds don't conflict with music and you can hear it:

Code:

ExecuteGlobal LoadExternalScript ("ZBRrollingballsoundslib.vbs")


'*****************************
'*****************************
' TO ADJUST TO YOUR NEEDS
'*****************************
'*****************************
'ZRBrampHeight=18
'ZRBtablewide = 520

ZRBsoundballchan = 8
ZRBvolNormLevel = 1
'ZRBrollingSound="zfx_ballrollingb2"
'ZRBPitchTunning=-40

ZRBrampSoundballchan = 6  'set to -1 to disable rampsound roll
'ZRBrampVolNormLevel = 0.80
'ZRBrampRollingSound="zfx_ballrolramp"
'ZRBrampPitchTunning=40
'*****************************
'*****************************
' =====================================================================================
' =====================================================================================
' =====================================================================================



Here is the table:
https://www.dropbox.com/s/9m917i5cpskln ... J.fpt?dl=0

If you put an apostrophe in front of all the "playmusic" code
you will hear the rolling sounds clearly...

you can do this by using the replace function and replace all "playmusic" with " 'playmusic"


''''''''''''''''''''''''''''''''''''''''''''''''''
I know George has created music volume mixer code.

But the simple code from the manual is

Code:
PlayMusic( <Integer> Channel, <String> MusicName, <Boolean> Repeat, <Float> Volume, <Integer> StartDelay )


Apparently FP has up to 8 channels for playing music, that is why I chose 8 (so hopefully less likely to conflict with other music)

So as an example:

Code:
PlayMusic 2, "MultiballMusic", TRUE, 0, 2
 


This will Playmusic in channel 2 named "multiballmusic" , it will repeat it when finished, it will play at volume of 0 which is default (1 being the loudest) and there will be a 2 second delay before it plays...

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